/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.schedops.movement;
import java.util.ArrayList;
import java.util.Random;
import org.openmali.vecmath2.Vector3f;
import org.xith3d.loop.UpdatingThread.TimingMode;
import org.xith3d.loop.opscheduler.Animatable;
import org.xith3d.scenegraph.Transform3D;
import org.xith3d.scenegraph.Transformable;
/**
* This class is useful to automatically animate a branch in your scenegraph.
*
* @author Marvin Froehlich (aka Qudus)
*/
public abstract class GroupAnimator implements Animatable
{
private TransformationDirectives tfDirecs;
protected final ArrayList< Transformable > transformNodes = new ArrayList< Transformable >();
protected Transform3D t3dMain;
private boolean isAnimating;
private boolean isAlive;
protected static Random rnd = new Random( System.currentTimeMillis() );
/**
* @return the directives for this Group's rotation
*/
public TransformationDirectives getTransformationDirectives()
{
return ( tfDirecs );
}
/**
* Changes the TransformationDirectives used by this AnimatableGroup.
*
* @param tfDirecs the new TransformationDirectives
*/
public void setTransformationDirectives( TransformationDirectives tfDirecs )
{
this.tfDirecs = tfDirecs;
}
/**
* @return a boolean saying whether this AnimatableGroup is animating or not
*/
public boolean isAnimating()
{
return ( isAnimating );
}
/**
* Starts the animation of this object.
*/
public void startAnimation( long gameTime, TimingMode timingMode )
{
isAnimating = true;
}
/**
* Stops the animation of this object.
*/
public void stopAnimation()
{
isAnimating = false;
}
/**
* calculates positions and rotation of contained objects to render them at their new placement,
* if the animation has been started.
*
* @param gameTime the amount of milliseconds since the game started
* @param frameTime miliseconds needed to render one frame
* @param timingMode
*
* @return a boolean telling whether the rotation has been done or not
*/
public abstract boolean animate( long gameTime, long frameTime, TimingMode timingMode );
public final void update( long gameTime, long frameTime, TimingMode timingMode )
{
animate( gameTime, frameTime, timingMode );
}
/**
* This operation IS persistent.
* This operation will remains scheduled after beeing executed once.
*/
public final boolean isPersistent()
{
return ( true );
}
/**
* Sets this Object alive or dead.
*
* @param alive if false, the object will be removed from the scheduler next loop iteration
*/
public final void setAlive( boolean alive )
{
this.isAlive = alive;
}
/**
* If false, the object will be removed from the scheduler next loop iteration.
*/
public final boolean isAlive()
{
return ( isAlive );
}
/**
* This method could be implemented otherwise if the super method
* wasn't final.
*/
public final void setTransform( Transform3D transform )
{
for ( int i = 0; i < transformNodes.size(); i++ )
{
transformNodes.get( i ).setTransform( transform );
}
t3dMain = transform;
}
/**
* Moves this Group by the specified vector-components.
*
* @param transX the x-amount to move by
* @param transY the y-amount to move by
* @param transZ the z-amount to move by
*/
public final void setTranslation( float transX, float transY, float transZ )
{
t3dMain.setTranslation( transX, transY, transZ );
for ( int i = 0; i < transformNodes.size(); i++ )
{
transformNodes.get( i ).setTransform( t3dMain );
}
}
/**
* Moves this Group by the specified vector.
*
* @param translation the amount to move by
*/
public final void setTranslation( Vector3f translation )
{
setTranslation( translation.getX(), translation.getY(), translation.getZ() );
}
/**
* Sets this group's scale to the specified factor.
* should be implemented in the TransformGroup class to economize coding!
*
* @param factor the factor to scale to
*/
public final void setScale( float factor )
{
t3dMain.setScale( factor );
for ( int i = 0; i < transformNodes.size(); i++ )
{
transformNodes.get( i ).setTransform( t3dMain );
}
}
/**
* @return the number of {@link Transformable}s, this GroupAnimator influences.
*/
public final int getNumTransformNodes()
{
return ( transformNodes.size() );
}
/**
* Sets the TransformGroup to animate.
*
* @param tn the TransformNode to animate
*/
public final void addTransformNode( Transformable tn )
{
this.transformNodes.add( tn );
this.t3dMain = tn.getTransform();
this.t3dMain.setIdentity();
this.setTransform( t3dMain );
}
/**
* Sets the TransformGroup to animate.
*
* @param index
* @param tn the TransformNode to animate
*/
public final void setTransformNode( int index, Transformable tn )
{
if ( transformNodes.size() > index )
this.transformNodes.set( index, tn );
else
this.transformNodes.add( index, tn );
this.t3dMain = tn.getTransform();
this.t3dMain.setIdentity();
this.setTransform( t3dMain );
}
/**
* Sets the TransformGroup to animate.
*
* @param tn the TransformNode to animate
*/
public final void setTransformNode( Transformable tn )
{
setTransformNode( 0, tn );
}
/**
* @return the TransformNode to animate
*
* @param index
*/
public final Transformable getTransformNode( int index )
{
if ( transformNodes.size() <= index )
return ( null );
return ( transformNodes.get( index ) );
}
/**
* @return the TransformNode to animate
*/
public final Transformable getTransformNode()
{
return ( getTransformNode( 0 ) );
}
/**
* Creates a new GroupAnimator.
*
* @param tfDirecs the new TransformationDirectives
*/
public GroupAnimator( TransformationDirectives tfDirecs )
{
super();
this.isAnimating = false;
this.isAlive = true;
this.setTransformationDirectives( tfDirecs );
}
/**
* Creates a new GroupAnimator.
*
* @param tn the TransformNode to animate
* @param tfDirecs the new TransformationDirectives
*/
public GroupAnimator( Transformable tn, TransformationDirectives tfDirecs )
{
this( tfDirecs );
if ( tn != null )
{
this.setTransformNode( tn );
}
}
}